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Because I have 300/300 fiber & no traffic in my house. Even when my wife is watching Netflix while I’m playing, I’m watching PingPlotter & my graph is pretty flawless, never fluctuating more than 1ms (5-6ms is what it stays at with 8.8.8.8) and since gaming uses almost nothing, I figured I’m pretty good.
Unfortunately, at least with BO4, I can’t really tell a difference between using the Duma and just straight hardwired into my gateway with no control at all. I have great and not so great gameplay either way.
Believe me, I want the Duma to be amazing and make a difference. I hate this inconsistency.
What are your thoughts? I’m always open to learn!
My PingPlotter during gameplay with no Duma.......
Thanks!

speed is the current rate at which you are receiving data lets say 5mbps
bandwidth is the max speed possible for example 10mbps is the bandwidth then speed can be 5 or 6.
Ping depends on two factors speed + distance. if you live in US and connect to a server in china you will get a ping of 100+ms but if you connect to a server in canada you will get around 2ms to 3 ms.
Hope it clears out the concept.

I’m on OG R1 firmware. I set my CC sliders to 8% down / 1% up which yielded me 25mb down & about 3mb up (I have 300/300 fiber).
This seems to be the way to do it on OG R1 firmware??
When throttling like this, am I at the same time limiting packets?
Just to spice it up even more, I utilized the device Prioritization flower & dragged it to give 75% (up & download) to my WiFi router, which runs everything else in the house, leaving 25% to gaming.
I’ve only played on this for a couple days but I’m feeling like with the quality of the fiber while throttling the crap outta my connection, may be inducing the great gameplay I’ve had. I’m giving it more time of course but so far it’s been drastically improved as far as hit detection etc. I’ve experimented with BO4, MW & WW2 for a couple hours a piece (so far).

Whatever works for you is great, its the fibre. its too fast for some of these players. As far and limiting packets you cant limit what is not there. Lowering bandwith used to be a fix for me. But this new COD it doesnt do as much. The slower and stable the router connected to your xbox the better the gm plays

I’m on OG R1 firmware. I set my CC sliders to 8% down / 1% up which yielded me 25mb down & about 3mb up (I have 300/300 fiber).
This seems to be the way to do it on OG R1 firmware??
When throttling like this, am I at the same time limiting packets?
Just to spice it up even more, I utilized the device Prioritization flower & dragged it to give 75% (up & download) to my WiFi router, which runs everything else in the house, leaving 25% to gaming.
I’ve only played on this for a couple days but I’m feeling like with the quality of the fiber while throttling the crap outta my connection, may be inducing the great gameplay I’ve had. I’m giving it more time of course but so far it’s been drastically improved as far as hit detection etc. I’ve experimented with BO4, MW & WW2 for a couple hours a piece (so far).

No worries, totally understand! The ? icons on the top right of each panel has a lot of useful information for each feature as well if you want to understand it a bit more. You wouldn't really need to do that as using Anti-Bufferbloat would allow you to both do that without causing each other to lag, likewise Traffic Prioritization would keep your packets ahead of Netflix in the queue. Though in theory yes if you wanted to do that more would go to the Netflix device rather than the PS4 as gaming requires very little - less than 1mbps. If it's just the two of you then that bandwidth is enough that you don't need to manually allocate bandwidth.

Yes exactly, sometimes the IP won't be the exact server IP as sometimes the destination can't be reached so an IP close to what the server is will be used instead but should generally still give you the same location.

If you were to do a speed test after setting to 70%, you would see the results as 70% of your overall speeds yes. I think Alex meant that the hardware of the R1 doesn't have the same capacity for speed as the XR500.

Thanks Alex, unfortunately that’s what I kind of feared. Basically bugs that came out in milestone 1.3 in what is rapidly going to become a year soon aren’t going to get patched in other words. Anything DumaOS related will be left until version 3.0. Also no one has a real clue how much Netgear will be interested in any of these new features. Also Current bugs with VLAN tagging, QoS getting slow, port mapping in table view and antibufferbloat getting stuck on and and the leaky hybrid VPN won’t be fixed until this new version is ready and that probably won’t be this year and once again may not come to the XR routers. Is that a fair assumption of the current situation?
I appreciate you coming up with a new operating system and it takes great effort to create one, but I am a little taken aback by the lack of patching in milestone 1.3 considering it’s almost a year old and virtually nothing has been done to fix the issues with it on the XR routers, as I can’t speak for the R1. I really wish you had focused on bug fixing Milestone 1.3 first before creating yet another new OS rather than leaving things unfixed and with an air of uncertainty as to whether they ever will be patched , because this all rides on Netgear. I think this could be a problem possibly especially since obviously you can’t promise how long this will take, and I have noted the words ‘early days’ which doesn’t bode well for further fixes in the pipeline for DumaOS as it stands on current Netgear hardware with your firmware. So we could be waiting possibly until next year with no fixes at all on the DumaOs side at all. Also a lot depends on Netgear wanting the new version as well, is that correct? I’m not trying to be negative, I’m just trying to understand where Netgear users stand.

I hope you understand my concerns, router stability is created hopefully by fixing issues in current firmware no matter how welcome new features are. However the continued lack of support for patching your own firmware on Netgear hardware I find to be a bit odd. Personally I would need fixes and stability not long gaps where nothing is happening visibly for DumaOS software thats on existing XR routers, because you are busy creating another new version.Fixing the issues first before moving on seems the more logical approach but that’s just from my point of view. Are you going to focus on patching rather than creating new versions of DumaOS, because all new operating systems inevitably are buggy. So Will you patch 3.0 or move onto the next version? I hope you can see my concerns. Good luck with version 3.0 nevertheless.

Bert, It so so good to see someone understanding the variables, its an on line environment, die shrug it off and use your confidence in the next gun fight take you to a kill. Anger at so called bullshit gets you nowhere

Not even throttling but there is instances where the lagger can gain the advantage simply due to in game mechanics.

If I play at 150ms and you at 4ms. Assume the game has approx. 50ms interpolation lag for 60Hz servers.

We are playing on Freqency. You run through the middle, I camp one of the hallways on either side of the map. As soon as I come out of cover and aim and shoot at you, this needs to be put in an update by my console, 0-16ms, send to the server, which takes 75ms, they need to process it in the master gamestate, which takes 0-16ms in theory (time between 1 update) then it gets send to your console, which takes 2ms. Then this gets processed by your client, 50-83ms interpolation lag (time between updates and frame rounding. in the best case it takes 127ms for me to be visible on your screen, worst case it will take 192ms. Average, 160ms. If I use a gun that kills in 300 ms I can have killed you before you finished raising your gun.

Also in the above example, in CoD damage is dealt directly, so there is no interpolation delay, but there is a delay for it going in the update to the server, 0-16ms. So actually you would receive damage after just 0+75+0+2 = 77ms best case, or 16 (update rate)+75+16+2+32(frame rounding) = 141ms. So you can actually start recieving damage or be instakilled before I even appear on your screen fully. Also, my shots lag but register at the server after 75ms best or 107ms worst case scenario.

What a lot of people forget that with high latency connections, that it gives the lagger a window to shoot at you without having flinch, because you can't shoot back yet. Where it hurts him is that hitmarkers will come at a delay.

If situation above was reversed.
You would come out of cover and this would be visible to me after 2+0+75+50 = 127ms best case or 16+2+16+75+83 = 192ms. Same numbers. But you fire and your shots hit at the server in 2ms best or 18ms worst case scenario. So I would already be dead at the server before I even see you moving.

Now 2 players that both have 4ms to the server:
Best case for coming out of cover: 0+2+0+2+50 = 54ms
Worst case for coming out of cover 16+2+16+83 = 117ms
Average, 85ms delay.

You you see, it's not just your ping, but the other guy's ping plays a big role in the gunfight.

And this is assuming clean connections which is usually not the case in a online environment. And a server that is not limited by CPU cycles etc etc.
If you do the math for LAN with no latency then you will see that it's still not 100% fair.

In reality. Most of the times latency is not symmetrical. And game updates are not recieved in exact 16ms intervals etc. Server can be at max capacity. It can go on forever.

Low ping just means that you have the lowest possible path to the server. Less hops in between so the least chance of something going wrong. You have the advantage when coming out of cover and in straight up fights. But there is times where you are disadvantaged.

I'm telling ya its the servers dude. I had one match last night where I was 17-0, finished the match 26 - 14. Almost every one of my deaths were 'shoot first, die first'.
I even put several shots at close range with my Mx9 into someones back for them to turn on me and one shot me with an ICR of all things!
I too run PingPlotter while playing and got 0 spikes and no packet loss in that match.

Don worry about multicast snooping unless you are using a media centre.
UPnP Forwarding is used to open ports when you use an upstream router. If you already have an open NAT don’t worry about enabling it.

Yup Spectator Mode will do it. The reason is that the Geo-Filter can block NAT servers if it's enabled while the console is booting up. This depends on your region really - a lot of people don't have that problem. It also depends on the game you're playing.
Now, automating our Geo-Filter cloud database is a process we're working on. If we can find a way to get the cloud to automatically detect NAT servers and changes to them, whitelisting them... Well, that'd mean you don't have to disable your Geo-Filter at all
Maybe some day!

Well DumaOS is only in beta on the R1. On all of the Netgear Nighthawk Pro Gaming routers we don't consider it a beta anymore. The fact that we call it a beta on the R1 is just a holdover from the transition from the original firmware to DumaOS.
There will certainly be updates, big things are on the horizon, but whether those will still be under the umbrella of "beta" or not, I don't know.
Essentially, it's semantics, it won't affect the product.

Hi all, I played the Alpha and had moderate nat type, Just played a few games on the beta with moderate nat and did a few changes to get open nat.
Playstation static Ip adress
Turn off upnp
TCP and UDP external and internal port range 3074
=NAT TYPE OPEN